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gml_Object_obj_dialogue_battle_win_enemy_Create_0

(view raw script w/o annotations or w/e)
1
switch (global.enemy_count)
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{
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    case 1:
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        if (global.enemy_dead == false)
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            global.enemy_exp = 0;
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        global.player_exp += global.enemy_exp;
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        global.player_gold += global.enemy_gold;
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        message[0] = "* YOU WON!#* You earned " + string(global.enemy_exp) + " XP and " + string(global.enemy_gold) + " gold.";
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        break;
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    case 2:
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        if (global.enemy_dead == false)
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            global.enemy_exp = 0;
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        if (global.enemy_dead_2 == false)
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            global.enemy_exp_2 = 0;
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        global.player_exp += (global.enemy_exp + global.enemy_exp_2);
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        global.player_gold += (global.enemy_gold + global.enemy_gold_2);
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        message[0] = "* YOU WON!#* You earned " + string(global.enemy_exp + global.enemy_exp_2) + " XP and " + string(global.enemy_gold + global.enemy_gold_2) + " gold.";
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        break;
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    case 3:
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        if (global.enemy_dead == false)
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            global.enemy_exp = 0;
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        if (global.enemy_dead_2 == false)
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            global.enemy_exp_2 = 0;
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        if (global.enemy_dead_3 == false)
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            global.enemy_exp_3 = 0;
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        global.player_exp += (global.enemy_exp + global.enemy_exp_2 + global.enemy_exp_3);
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        global.player_gold += (global.enemy_gold + global.enemy_gold_2 + global.enemy_gold_3);
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        message[0] = "* YOU WON!#* You earned " + string(global.enemy_exp + global.enemy_exp_2 + global.enemy_exp_3) + " XP and " + string(global.enemy_gold + global.enemy_gold_2 + global.enemy_gold_3) + " gold.";
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        break;
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    default:
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        message[0] = "* YOU WON!#* You earned 0 XP and 0 gold.";
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}
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if (global.player_exp >= global.player_exp_next[global.player_level])
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{
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    for (var i = global.player_level; i <= 20; i += 1)
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    {
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        if (global.player_exp >= global.player_exp_next[i])
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        {
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            global.player_level = i + 1;
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            global.max_hp_self = global.player_hp_next[i + 1];
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            global.player_attack = global.player_attack_next[i + 1];
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            global.player_defense = global.player_defense_next[i + 1];
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        }
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        else
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        {
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            break;
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        }
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    }
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    audio_play_sound(snd_love_increased, 20, 0);
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    message[0] = message[0] + "#* Your LOVE increased.";
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}
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message_current = 0;
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message_end = 0;
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message_draw = "";
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increase = global.text_speed;
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characters = 0;
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hold = 0;
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message_length = string_length(message[message_current]);
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moveable = true;
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script_execute(scr_generate_text_counters);